The World of Temmuren

Results

You've been asked to stop by Gimble's Gamble (a boisterous tavern and guild hall) for a meeting on various prospective work. It's up to you to each decide:
# If you've been living/staying in this city (one of the capitols cities of [[Humans | The …

After the group's introduction to the guild and its members, they must decide how to proceed: to stay and help here or to proceed elsewhere, and perhaps with help?
h2. The Jobs
_Gimble informed the group of several events that could use their …

[[:rhuul-rheleghast | Rhuul Rheleghast]] and [[:pav | Pavillio "Harbinger of the Storm"]] saved [[:barry-the-white | Barry the White]] and 2 guildmates from the infection and made it through a harrowing night.
[[:oliver-oxenbrigg | Oliver Oxenbrigg]] …

The group snuck through the Service Quarter and to the harbor. After an intense battle with infected, hive horses, and wasps, the group narrowly escaped the city by ship with [[:barry-the-white | Barry the White]], [[:kathar | Kathar the Mongoose]], [[: …

As the group attempted to catch their breath from narrowly escaping the city they were beset by a huge winged beast, revealed to be [[:kathar | Kathar]]'s friend Pterry. As the two exchanged boistrous greetings [[:anuel | Lady Anuel]] returned to the deck …

After a tense rest at sea aboard the ship the group set about clearing the infected in the cargo hold, and extricated some supplies from the cargo. Before long the expedition found themselves in the waters of a Gnomish port. A few members of the crew made …

The group made their way quickly over land, circumventing normal travel routes and using shortcuts to forge a quick path across the countryside and through farmlands where they ran afoul of a pack of wolves stalking a huge field. The wolves aggressively …

h1. Buzz Off
After making camp to eat spider and rest, the group was awoken late in the last watch by the buzzing of a nearby swarm of wasps and stole off into the morning, evading the wasps, but leaving [[:barry-the-white | Barry the White]]'s armor …

h1. Battle at the Hollow
The group assaulted the rider at the Hollow, overcoming several giant elk while [[:oliver-oxenbrigg | Oliver Oxenbrigg]] felled the rider out of a great tree. After a pitched battle, [[:rhuul-rheleghast | Rhuul Rheleghast]] was …

h1. Head 'Em Up
Peeling off two patches from [[:oliver-oxenbrigg | Oliver Oxenbrigg]]'s coat, the group hooked up their wagon and headed northwest, lead by [[:pav | Pavillio "Harbinger of the Storm"]] into the deep sea of trees between The Myriad …

h1. Leaving Pioneer Outpost
The group got a map with Locke's Homestead and Freehold on it, as well as some other supplies from the guild hall, and were lent [[:kathar | Kathar's]] companion Pterry. The group debated options briefly and decided to head …

The adventures of our party as told by Miro:
We arrived at Locke's Homestead, and found a dead body,
And soon three large bears, attacked our great party.
Some members were downed, but stabilized they were,
And one little girl, was found in this …

h1. Consolation & Investigation
The group investigates the animal attack in town, while [[:granite | Granite]] stabilizes the two surviving bears and [[:miro-artifix | Miro]] consoles Sonnie. The group determined the settlement was attacked in a …

h1. None of Chys's Plans Survive First Contact With The Enemy... Or The Party
Set upon by boars, [[:simon-vardar | Simon Vardar]] made short work of finishing off [[:duter-seurss | Ducter Seurss]] and leaving him for dead as the boars approached. …

And so I lie,
no pants on me,
the fire is gone,
but I’m not free.
An angry beast,
bites at my ass,
this is not how,
my time should pass.
[More adventure log to be added for 6/20 here]
[Group was beset by Hyenas trying to follow gnolls …

(Optional as fuck)
Pav sat on the riverbank, occasionally shooting a glowering look at Barry, who had taken his breastplate off to dry in the sun after his dip in the river. He was relaxing with the others, eating a heel of bread and laughing along …

h1. Return to Pioneer Outpost
* Group returned to Pioneer Outpost
* Group leveled up to 4th
* Group reported back about Freehold and the prisoners taken to the forest fort
* Group was told about Gnomish Workshop & Golden Bluff
h1. Message to …

* Party hears howl from inside fort after reaching it
* [[:misgnomer | Misgnomer]] is concerned about the prisoners and [[:chrys | Chrys]] is convinced they're being turned into lycanthropes
* [[:simon-vardar | Simon]] rushes to the door and unbars it. …

* The group met and debriefed Winona and Takota, the hostages turned werewolves
* After a rough skirmish with gnolls near Freehold the group was separated from the werewolves and made their way back to Pioneer Outpost
* After getting updates from the …

Notes:
* Brought oni body back to Induin Tawar
* [[:sister-thursday | Thursday]] started sleeping on the roof because the voice(s) told her to
* The group finds out from Tora about the elves' sacred grounds on the island and "The Spade of the Land", …

Notes:
* The party charged to meet the Bheur hag in battle, with the banshees wailing in the distance behind them
* The Bheur hag took to the sky on its greystaff, casting down ice storms to harry the party, as they returned volleys of errant crossbow …

* Some Merrow had the gall to attack a water bender and their Draco-saur in their territory
* [[:sister-thursday | Thursday]] water walked on melting ice after falling out of the boat
* The Merrow Gulliver'd Rhuul down to the surface of the sea, and …

* The group proceeded to investigate the precarious gnomish workshop and found it to be structurally unsound, debris falling from overhead, and structure creaking, permeated by a low humming
* [[:chrys | Chrys]] found:
** A mysterious construct head ( …

* The group woke to the low rumbling of an avalanche
* [[:miro-artifix | Miro Artifix]] and [[:misgnomer | Misgnomer]] were caught in the avalanche and didn't make it inside
* Nelsar, [[:chrys | Chrys]], and [[:granite | Granite]] made their way through …

* [[:pav | Pavillio "Harbinger of the Storm"]] lost the whirlpool, apprehended the tree the group had been pursuing, trapped enemies pursuing their escape, and pulled a Moses just to hollar at Rhuul
* [[:sister-thursday | Sister Thursday]] paralyzed the …

* The group found a new friend, a bigger than life swashbuckler, and cut him into the salvage operation after he helped them fend off a pack of winter wolves
* The group identified the following additional:
** "Deck of Illusions":https://roll20.net/ …

* [[:jean-claude-lion | Jean-Claude Lion]] got Rings of Feather Falling and Jumping, using all the salvage he sold
* [[:chrys | Chrys]] tried to activate the warforged arcanite reactor and melted a bit of his workspace, but was able to apply his research …

_*From the hand of a Sister Thursday Twenty-Fifth,*_
"There’s a sound of a lake alongside the heavy footfalls you’d figure for an Allosaurus running on water. There’s no sounds of birds. Devastated by a surprise winter before any ancient migration …

* The group attacked the Oni, liberating their hostages immediately and swiftly felled the two Oni, permitting neither to escape (and destroyed Tora's chambers in short order).
* Pav is tailing the Queen and her entorage
* NJ owes the group a chest …

* Got the townfolk to clear out the silo
* Found some suspicious hair near an opened chute in the silo (silo is likely emptied)
* [[:chrys | Chrys]] determines the hair to be of wererat origin
* The group hatches an elaborate plan to flush out the …

The following items were wrested from the rusty chest taken from the shipwreck off the sacred isle:
* [[Scroll of Absorption | Scroll of Absorption]] ( [[:sister-thursday | Sister Thursday]] has this)
* [[Padded Armor of Security | Padded Armor of …

* Rallied a crowd of the townfolk
* Recovered the Face of Night (magic cowl)
* Attempted to force wererats to expose themselves to the villagers
* The group made a heartfelt musical appeal to the wererat leader and his pack
* Gregory's group was eager …

* Received another message from Prima: "Okay, so I just talk into--at this? (YES, JUST TALK) Oh, uh, sorry 14 um, well we were fighting witches just now, well hags--"
* The group came to an agreement with the turned wererats to offer them asylum in …

* The group followed Tora's entourage eastward until catching up with [[:pav | Pavillio "Harbinger of the Storm"]] east of the city.
* Eventually the group realized the Queen was being led back to the annis hag's territory
* Having drawn back, the …

[Placeholder] – Met the new folks, reported back on Golden Bluff and got paid 450 platinum, heard about some new missions, started escorting a caravan, tried to head through the woods, and ran into a centaur ambush (still in progress).

* Group dispatched the remaining centaur, then cornered the last one
* In a still heated encounter, the centaur dove for its commander's pack and was felled before it could get to it
* In the bags the group found communications from gnolls telling the …

* After escaping the hag's hut with the children, the group traveled west back to the capitol, making camp in the woods
* During the night, the party experienced a dark and perhaps perhaps prophetic dream
* Settling back to finish resting in the late …

* Caught up with Tora and Pav, found out the drow was trying to assassinate Tora and using the children to keep her from fighting freely
* Mubaj and the children evacuated, and Pav and Tora fought off the attacker
* The group returned to fanfare in …

* Tora noted a mystical altar off shore near the ancestral island, where collections of magical trinkets may be offered up for greater boons and suggested the group make offerings in preparation to seek out the sealing tree
** Items the group tithed to …

* The group discussed the morality of the decision facing them and boarded Pav's ship with the other members of the guild to see them off
* They set out across the bay and encountered Quicklings racing towards the island, who they stopped in their tracks …

* The group discussed their options for dealing with the sealing tree, drow, unseelie fey, and Su'ut
* While approaching the grove of the sealing tree, they encountered the boundary of the sacred ground and were discovered by quicklings
* The group …

h2. *[[The World of Temmuren | Campaign Setting]]*
For more information on the setting of this campaign see *[[The World of Temmuren | The World of Temmuren]]*.
h2. *[[Character Creation | Character Creation]]*
For information on character …

h2. *[[The World of Temmuren | Campaign Setting]]*
For more information on the setting of this campaign see *[[The World of Temmuren | The World of Temmuren]]*.
h2. *[[Character Creation | Character Creation]]*
For information on character …

h1. Environment
The ancestral home of the gnomes is the arctic north of both the first and second continents. Known to few besides the somewhat insular Gnomish culture is that these continents were once one great land mass. While a harsh environment to …

h1. A Modernizing Perspective
Where once elven patience and ancient knowledge was valued and sought after by the other races, modern elves find themselves in a wholly new position. Once the authority on the nature and ways of the world on which all …

h1. Heritage
The natural environment of the half-elves is adversity. Throughout history, since half-elves were first born into the world they never quite fit in among the myriad nations of humanity, nor within the sacred land of the elves. Reviled by …

h1. Environment
After humans, Halflings are the most far flung of the now allied kingdoms of the first continent. Today Halflings live in a Republic spread across two holdings; one on their homeland island nation and to the South an archipelago on the …

h1. Boundless Ambition and the Will to Change
Perhaps more so than any other races, human civilization has grown over the ages. Spurred by boundless ambition, humans grew from brutal hordes to prosperous kingdoms, and proud nations stretching across …

h1. Settlements
Half-orcs have no land or nation which they may call their own. Their orcish ancestors were taken as prisoners from their homeland Fuadhai (The Great Field, known by the other races as "The Wildlands") and brought West and North as …

h1. Environment
Modern Dragonborn live mostly secluded upon a ring of five island settlements in the Eastern seas. Though their nation once sprawled across many of the other islands and even held lands on both sides of the first continent for some time …

h1. Environment
Dwarves live primarily in deserts, arid plains, and mountainsides, mining the invaluable resource arcanite, and forging goods from the rich minerals found in their mountains and in mines beneath the great desert.
h1. Subraces
Hill …

[Magical crystals (typically blue to violet hued) harvested from the ground to power the modern magical inventions of society. The lifeblood of modern nations, and a resource more coveted than gold or platinum.]
h2. Role in setting/Usage
[To be …

h2. Races and Subraces
For more information on the core races in this setting or additional races and subraces available in this campaign, see *[[Races And Subraces | Races And Subraces]]*
h2. Point Buy
We will be using 27 point buy and …

The Path of the Pact-Bound is an arduous life, becoming an agent for an otherworldly patron. Some choose this path, making a bargain with these powers, but others are merely chosen vessels for their influence, grappling with their power and channeling it …

Armor, rare (requires attunement, half plate)
The old, tattered padded armor remnants of a half-plate suit. When worn, a spirit inhabiting the armor manifests ghostly ethereal plates over the remnants of the armor, restoring it to its former glory. …

Wondrous item, uncommon (requires attunement)
An Alchemist may use this bag of reagents and formulas as their Alchemist's Satchel. If they do, they gain access to the following additional formulas:
*Bottled Lightning.* As an action, you can pull out …

Armor, rare (requires attunement, scale mail)
A suit of scale mail made up of reptilian scales. When the helmet is donned, the scales of the armor form a skin-tight suit that shrinks or expands to accommodate the wearer's body. With a touch the suit's …

Wondrous item, Uncommon
An odd contoured metallic contraption with a carrying strap, and punctuated by a single button. Upon pressing the button this contraption unfurls to reveal an aperture with an arcanite crystal, a viewport, and several …

Wondrous item, Uncommon (requires attunement by a monk)
These ornate cloth arm bands, feature azure waves with white edged crests embroidered across their surface that seem to ebb and crash together while the user's arms are in motion.
Whenever you …

Wonderous item, uncommon (requires attunement, ring)
Ornate rings with tiny engravings housing a small gemstone that glisten faintly when worn.
Any number of these rings can be attuned as one item. While attuned, they can provide various effects …

Wondrous item, rare (requires attunement)
A pair of twin scabbards, elaborately decorated and immaculately clean.
These scabbard can hold multiple melee weapons in an extra-dimensional space, including weapons that would not normally fit in any kind …

Wondrous Item, rare (requires attunement)
You can use an action to read this tome, which causes its pages to fold themselves into a suit of paper splint armor. This splint armor does not require proficiency, has no strength requirement and confers no …

Wondrous Item, rare (wondrous item)
While holding this scroll of blank parchment, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell itself …

Wondrous Item, rare (requires attunement)
A marvel of magic and engineering, this baldric is rigged with arcanite stones, electrodes and inlaid metallic wire that glows with magical current, which courses through the baldric and the user's body when …

Armor, rare (studded leather armor)
This studded leather armor's studs are in fact scars of battles past, which grow more dense with with every blow.
Whenever you would be subject to a critical hit or would drop to 0 hit points you gain resistance …

Wondrous item, rare
This headband is adorned with a series of icons and words in various scripts, which can be folded and tied to emphasize any one in the series of six.
Whenever you finish a short or long rest wearing this headband, you can replace …

Wondrous item, Uncommon
When activated this amulet erupts in luminous bands that envelop the wearer in the image of a custom-tailored armor of the wearer's choosing.
Attacks against the wearer are rolled with disadvantage as the armor's enchanting …

Wondrous Item, Uncommon (requires attunement)
Any creatures that pray to the Phoenix with you are imbued with the phoenix's radiance.
Whenever you would deal fire, radiant or force damage to one of the creatures you prayed with, they are shrouded in …

Wonderous Item, Rare (requires attunement)
When you attune to this shard of bark you may attach it to your skin. When you speak a command word bark grows to cover your skin over the course of a minute.
Regardless of the armor you're wearing, your …

Wondrous Item, Rare (requires attunement)
A series of detailed forms, stances, and arcane notes in ancient script, this collection of scrolls was thought lost at sea for ages. Careful study each dawn and carrying it on one’s person provides advantage …

Wondrous Item, Rare (attunement by druid)
When you wild shape this mantle takes the form of an imposing mane, frills, plumage, or markings around your wild shape's neck, and retains its last form when you change back, adorning you like a hunter's …

Wondrous Item, Rare
Any creature that prays over this sacred tree branch adds the following spells to their spells known and prepared spells when preparing spells that day, but they don't count against the number of spells prepared that day.
|_.1st| …

Wondrous Item, Rare
This robe is adorned with flowing depictions of the four seasons converging from each side.
Whenever you take the Dodge action choose one of the four seasons, you gain the associated benefits in addition to the normal benefits of …

Wondrous Item, Rare
Once per long rest you may burn incense included in this set as part of a ritual to reach out for guidance from an other-worldly being. Roll 1d10 and consult the list below:
* 1-6: Cast the Augury spell
* 7-8: Cast the …

Personality Traits - I exalt the true dogma of Gruumsh. I avoid violence as best I can, but I will not allow the innocent to be hurt.
Ideals - Self-knowledge
Bonds - I'm still seeking the enlightenment I pursued in my seclusion and it still eludes …

The Sister of the Calendar are a convent who worship the knowledge and learning. Thursday snuck out from the convent one night and was struck by a comet which lodged itself in her eye. She began gouting supernatural energy she could not control, …

_WIP_
Letho would be a brilliant wizard & artificer in his own right, but has never seen through a project to completion due to self doubt in the obsessive pursuit of perfection. He struggles with utilizing his own potential and is quick to blame …

Loop was raised working in the stables and is a superior rider, stable master, and moderate gear (tack) worker. She fled from her long term stable/home after she had some type of magical outburst and was set upon by the kennel dogs (of note, the horses …